Page 185 - The Griffon's Saddlebag - Book One [Compressed] (1)
P. 185
COLLECTING AMBER PUSTULES d12 + d10 Result
The bit of amber covering the trees in the Festerwood are 12 1d4 + 1 xorn. Though well-fed by the ev-
unique to the forest. These organic gem-like pustules glow er-present amber pustules, they offer guid-
with a dim yellow light and allow the tree to grow using the ance to locations in the wood in exchange for
unnatural luminescence from the Lightspore. The pustules any gems or precious metals the party has.
are toxic to creatures and other plants, inflicting 1 acid dam- 13 3d10 violet fungus
age for every round (10 acid damage for every minute) that
the pustule is in physical contact. 14 2d6 duergar raiding party
Most veins of this amber are found in narrow channels 15 A copse of trees containing 3d4 easy-to reach
along the grain of a tree. Occasionally, it can coalesce into a amber pustules.
larger knot or clump. To the right buyer, a fist-sized chunk 16 A strange knotting of roots seems to reveal
of the glowing amber can sell for as much as 100 gp. Trans- the entrance to a cave. At the GM’s discretion,
porting the amber is difficult because it burns through most this may lead to a ruin or dungeon of any size
containers. Festerwood is uniquely immune to the amber’s or shape.
acid, so collectors in the wood can be identified by their
small festerwood chests. 17 8d6 giant fire beetles. Enhanced by their diet
Festerwood trees are extremely difficult to cut down or of amber pustules, their bite attacks deal an
carve, acting like a strange metal instead of wood. extra 1d4 fire damage.
18 1 guardian naga. It is protecting the ancient
EXAMPLE ENCOUNTERS burial site of a legendary hero on behalf of the
deity they championed.
19 1d4 small orange magical mushrooms can be
The forest is filled with potential, both good and bad. Use
this table for to fill out your party’s time in the Festerwood seen at the bottom of a recently opened sink-
with exciting and flavorful encounters and events: hole. A creature that eats a mushroom gains
the benefits of the detect poison and disease
spell for 8 hours. Once picked, a mushroom
d12 + d10 Result loses its magic after 24 hours. Mushrooms re-
2 1 purple worm grow after 4 days, but if all visible mushrooms
3 An odd twisting of the large festerwood tree are picked, no more will grow in this area.
branches seems to align and spell the word 20 2d8 black puddings
‘resistance’ in celestial. Saying the word aloud 21 1 stone giant. A craftsman on a journey to
causes the speaker and up to 4 allies of their master carving festerwood, he trades informa-
choice within 60 feet to become the target of tion about the area for any amber pustule-free
a lesser restoration spell. If a character loses festerwood that the party have with them.
a Spore Counter in this way, the next time
that they are forced to roll to see if they gain 22 4d4 goblins riding worgs. They roam the wood
a spore counter, they must roll a 1 to gain one searching for food and supplies for their tribe.
Spore Counter.
4 1d2 behir
5 1 werebear in personal exile who is fighting RUINS AND DUNGEONS
their curse. Their alignment is neutral evil.
Because of the soft ground, most stony caves within the
6 1d2 festerwood treants. They offer amber
pustules in exchange for the eradication of Festerwood are pathways to and from it instead of con-
a nearby hive of 3d6 + 3 festerwood beetles tained caverns. However, because of the dense root systems
(use statistics of giant wasps), one fist-sized and strength of Festerwood lumber, dungeons and hidden
chunk for every 6 beetles slain. passageways can potentially be found underneath any tree in
the woods. Some entrances become exposed when a sinkhole
7 1d3 shambling mounds. Altered by the suddenly appears underfoot, or when a stream eventually
Festerwood, they have poison immunity and erodes enough of the surrounding soil to uncover it. Other
absorption instead of lightning. entrances can be found in the tangles of exposed roots
8 1 spirit naga beneath the great trees. In very rare cases, they can be found
carved into the trees themselves.
9 2d4 will-o’-wisps. If the party decides to When making a dungeon in the Festerwood, remember the
follow them, roll again on the encounter table, moist nature of the surrounding earth and the eerie creaking
ignoring results that are multiples of three.
of the trees. Ambient light within the dungeon can be found
10 4d8 swarm of insects(beetles) as amber pustules exposed on roots or as small glowing fun-
11 1d12 twig blights gus along the floors. Regardless of the purpose of the area’s
existence, be sure to play up the fetid, earthy smells, the
soggy atmosphere and creaking noises, and powerful sense
of unease that exudes from the Festerwood.
185
PART III SETTING OPTIONS

